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troubles with nifskope


portbash

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lo, lo modeling comrades...

 

Adding custom models into f3 seems to be quite easy and on the other side, sometimes very tricky. I have encountered a problem I wasn't able to resolve yet. I spent some hours on it, still with no succes. Maybe it's a version glitch, but something it's definitely fooked up and it feels like a weird bug to me. That's why I'm posting, maybe someone has encountered the same problem.

 

 

I replaced an ingame model with one of my own. Everything worked and I already tossed the model around inside the game.

 

But when it comes to assigning new textures I have encountered a problem with the BSShaderTextureSets inside the skope: If I do replace the exisitng textures with my new ones, the geck crashes on loading the nif. If I re-open the nif file inside skope, I'll get the following error:

 

""device position incorrect after block number 9 (BSShaderTextureSet) at 1370 endet at 1391 expected 1438""

 

 

Inside the TextureSet the path's have been replaced with some nonsense, or the tag "<string too long>" is shown.

 

This happens on every nif file, if I touch the TextureSet. Even if I use an own generated nif file won't work - as soon I'll use the BSShaderTextureSet, the GECK crashes.

 

NifSkope sais it's 1.0.17 (revision 4329)

 

Any help is much appreciated!

 

 

Another nifskope question:

The source nif files using a string index, marked with a small Txt. Anyone know how to enable this on a pure nif scene?

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I think this problem can be fixed...

 

open up your nif completely expand every single tree.

 

Wherever you see a node where you input a Name (usually the first details entry), make sure you set it to 0 (it will then snap to 0:[root] or instead of root the name of your root node. Whenver I manage my NIF files it screws up the names for certain nodes and I have to >by hand< go through and reset the names to 0.

 

(ie. just click the name box, highlight whatever is there and hit the zero number key.)

 

(note: not all of the name values need to be 0, but if any have been myseriously changed (it does it by itself sometimes) to an invalid value, it will bug out on you. It happens randomly (well I think its randomly but im sure theres some logic to it)

 

So just meticulously go through your full Nif tree and try setting the names to zero. When you hit save it should 'sanitize' your file anyways and fix anything you did wrong if you named something incorrectly, but usually the Tree itself will tell the Geck what node is REALLY your root. Its just weird like that.

 

I dont really know 100% why it does it, or if what i suggest will even help you, but whenever i get strange stupid NIF errors, its always (for me) because of the stupid Name value that needs to be set to zero again for various nodes ;)

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I think this problem can be fixed...

 

Thx for the suggestion mate...

...but the names are correct.

 

 

Just touching a path (even re-linking the existing one) inside any BSShadertextureset, in any(!) nif scene, screws it up: Causing that error described above if the nif scene is re-opened - and finally causes the beloved geck to crash when this nif is loaded - complete bollocks :wallbash:

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